Production and Logistics for Transformative Role-playing Games

Authors

Simon Brind, ; Halfdan Keller Justesen; Sarah Lynne Bowman, ; Alessandro Giovannucci; Felipe García-Soriano, ; Kjell Hedgard Hugaas,

Synopsis

When running analog role-playing games, you are also, in effect, becoming event planners. For a transformative game to work its magic, your players need to trust the design, the setting, and the situation. Issues of logistics can be jarring at best, and catastrophic at worst, e.g., problems with transportation, accommodation, set-up, and technical failures. To avoid these issues, we recommend carefully planning and tracking your production and logistics work when possible. This chapter is intended as a support for these processes.

In this chapter, we will consider the wide range of considerations that go into producing a transformative role-playing game at scale. While many of the topics here may pertain more to long-form larps rather than other types of game, we recommend reading carefully anyway and deciding what is directly relevant to your projects. Furthermore, while we focus primarily on in-person events, you can find some considerations around working with technology later in the chapter.

We have structured this chapter to follow a traditional project lifecycle. It begins with the tasks necessary to start working on running your game, then moves onto the design tasks and other activities that need to happen before your game. We will then consider those tasks that might happen once you arrive onsite. Finally, we will discuss tasks that happen after the game is done. While this organization is chronological, note that some activities run throughout the entire project. For example, you will create a budget during the initiation phase, but you will not close the budget until the last invoice has been paid, which is likely to happen after the game is packed away. 

In these next sections, we will cover the Initiation stage: when you are starting the planning for your project.

Author Biographies

Simon Brind, Avalon Larp Studio, British Broadcasting Corporation (BBC)

 

 Simon Brind is a larp writer and academic from London, England. He received his Bachelor’s degree in English Literature from University College London, has a Master’s degree in Software Engineering from the University of Westminster, and a second Master’s in Creative Writing from Middlesex University. He completed his Ph.D. in 2023 at the Digital Cultures Research Centre at the University of the West of England. His thesis, Combat Narratology: Strategies for the Resolution of Narrative Crisis in Participatory Fiction, is available from the Digital Cultures Research Centre, (UWE), Bristol. His research looks at emergent narrative structures in participatory fiction and the tension between authorial and participant agency. He has been a larper since 1983, a larpwright since 1986, and is a founding member of Avalon Larp Studio. He has worked on some of the largest and longest running larp systems in the UK as well as projects across Europe and North America.

Halfdan Keller Justesen

Halfdan Keller Justesen is an event manager and larp producer based in Copenhagen, Denmark. He has made larps with Avalon Larp Studio since 2017, and been a board member since 2018. In 2019, he completed a MSc in Engineering with specialisation in Sustainable Design from Aalborg University, Copenhagen. Halfdan has larped as long as he can remember. Since 2016, he has volunteered at more than 30 international larp events, where had a designing and leading role in five of those productions, and he slings a mean pizza. Since 2021 he has been one of the organizers behind Blackbox Copenhagen, and in 2023 he became a board member of Gnist. His current design interests are in runtime activities, modularity in character design, and how to include players as participants in the design of their own experience during the workshop process.

Sarah Lynne Bowman, Uppsala University

Sarah Lynne Bowman is a scholar, game designer, and event organizer. She received her B.A. and M.A. from the University of Texas at Austin in Radio-Television- Film and her Ph.D. from the University of Texas at Dallas in Arts and Humanities. Bowman has taught in the Humanities, English, and Communication. Currently, she is an Associate Professor in Game Design at Uppsala University Campus Gotland. She formerly served as Coordinator for the Peace & Conflict Studies program at Austin Community College, where she teaches Humanities. Bowman is a founding member of the Transformative Play Initiative, who research analog role-playing games as vehicles for personal and social change. She co-edited The Wyrd Con Companion Book (2012-2015) and currently edits for the International Journal of Role-Playing and Nordiclarp.org. Bowman has co-organized several conferences, including Living Games (2014, 2016, 2018), Role-playing and Simulation and Education (2016, 2018), and the Transformative Play Initiative Seminar (2022). More information at sarahlynnebowman.com.

Alessandro Giovannucci

Alessandro Giovannucci is an award-winning game designer and theorist working in the field of larp and immersive experience. He co-founded the larp collective Chaos League in 1992 and wrote the manifesto “Southern Way – New Italian Larp.” His work focuses on political and social topics, experienced through the participatory nature of larp. He has worked on different formats and styles of games, going from small ones (First They Came) to some of the bigger and most successful international larps (Sahara Expedition, Miskatonic University). Very active in the field of online larp, he designed games and organized several online festivals in the last years including the International Larp Festival. Alessandro is also regularly invited to host talks, larp design workshops and seminars all over Europe and their games are hosted in some of the most important festivals. Has already participated, both as a partner and leader, in European funded projects related to larp, civil rights and education. Alessandro is also a music teacher at the University of Teramo and University of Chieti, researching the relationship between materialism and storytelling in the arts.

Felipe García-Soriano, University of Alicante

Felipe García-Soriano is a sociologist from the University of Chile and a PhD candidate in Economy, Business and Society at the University of Alicante. He works primarily as a consultant and designer of non-formal learning experiences, with a focus on organizational development, civic engagement, and systems thinking through tabletop role-playing games (TTRPGs) and participatory methodologies.

Kjell Hedgard Hugaas, Uppsala University

Kjell Hedgard Hugaas is a Northern Norwegian game designer, organizer, writer, theorist, and trained actor. In particular, he is engaged within the Nordic larp tradition, where he has been active for a bit over two decades. For the last few years, he has explored the transformative potential of games, and has proposed specific intentional game design practices that facilitate transformative effects. As well as being a founding member of the Transformative Play Initiative, Hugaas has theorized how ideas impact players through the processes of memetic bleed, procedural bleed, and identity bleed. His work on bleed has so far culminated in his 2022 Master’s thesis in Game Design at Uppsala University, and he is planning to expand on this theoretical work in the future. In 2023, he completed a second thesis for UU on the impacts of larp on participants’ attitudes and anxieties around death. He works as a project assistant on EDGE, the Erasmus+ Cooperation Partnership ROCKET, and the Horizon Europe Larpocracy project through LARPifiers. Hugaas is the co-founder and CEO of the game studio and research company Evocative Games AB, where he currently works as a consultant, researcher, narrative designer, and writer, including for the Erasmus+ Dystolarp project

Published

June 11, 2026

Online ISSN

3035-7934

Print ISSN

3035-7594

How to Cite

(Ed.). (2026). Production and Logistics for Transformative Role-playing Games. In Implementing Transformative Role-playing Games: Vol. Transformative Play Research Series, 2. Uppsala Scholarly Books. https://doi.org/10.33063/yhcwpk26